Hi there!
I’ve been using channel packed normal maps in UE4 for quite some time now and its working pretty well except some artifacts that occurs. Usually it doesn’t impact the end result but in some cases it can be prominent so I’m wondering if anyone has some input to my current setup so it can be refined a bit more.
So my current setup is using Bc7 Normal maps with alpha in linear space. Then inside my transform function I bring it back into the correct space and add in a blue channel then normalize (see attached image) This works great except the mentioned artifacting that can occur. I am aware that doing normal maps this way will mess a little with the precision but for me it is worth that sacrifice if I can utilize my maps to the fullest. This essentially cuts down all my tiled materials to 2 samples.
Could anything be done to prevent the black spots from appearing in the normal pass? Any advice would be greatly appreciated!